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    <meta http-equiv="content-type" content="text/html; charset=UTF-8"><title>GetEntityAnimationWeight</title></head>
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<font face="Arial" size="2"><p align="center"><b><font size="4">GetEntityAnimationWeight()</font></b></p>
<p><b>语法</b></p><blockquote>

Result = <font color="#006666"><b>GetEntityAnimationWeight</b></font>(#Entity, Animation$)</blockquote>

</blockquote>
<b>概要</b><br><blockquote>





Returns the #Entity animation weight. The weight is useful when playing several animations at once. 
For example to do a smooth transition from one animation to another, it is possible to reduce 
progressively the weight of the first animation and increase the weight of the second animation. 

 

</blockquote><p><b>参数</b></p><blockquote>
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<tr><td width="10%"><i>#Entity</i></td>
<td width="90%"> 
 
The entity to use. 

 

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<tr><td><i>Animation$</i></td>
<td> 
 
The animation name. The animations are stored in the mesh object in a case-sensitive manner 
(ie: "Walk" will be a different animation than "walk"). If the animation isn't 
found or the mesh doesn't have a skeleton, this function will have no effect. 

 

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</blockquote><p><b>返回值</b></p><blockquote>



The current entity animation weight (value between 0.0 and 1.0). If the weight is 0, then the animation 
has no effect. If the weight is 1, then animation is fully playing. 

 

</blockquote><p><b>Remarks</b></p><blockquote>



The <a href="entityanimationblendmode.html">EntityAnimationBlendMode()</a> also affects how animations are mixed. 

 

</blockquote><p><b>参阅</b></p><blockquote>

<a href="startentityanimation.html">StartEntityAnimation()</a>, <a href="entityanimationblendmode.html">EntityAnimationBlendMode()</a> 

</Blockquote><p><b>已支持操作系统 </b><Blockquote>所有</Blockquote></p><center>&lt;- <a href=getentityanimationtime.html>GetEntityAnimationTime()</a> - <a href=index.html>EntityAnimation Index</a> - <a href=setentityanimationlength.html>SetEntityAnimationLength()</a> -&gt;



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